blob: 0bee2d802c77d0a2fa53b73fe3018675b99670cd [file] [log] [blame]
void set_uint4(inout uint4 vec, int idx, uint val) {
vec = (idx.xxxx == int4(0, 1, 2, 3)) ? val.xxxx : vec;
}
Texture2D<float4> src : register(t0, space0);
Texture2D<float4> tint_symbol : register(t1, space0);
RWByteAddressBuffer output : register(u2, space0);
cbuffer cbuffer_uniforms : register(b3, space0) {
uint4 uniforms[1];
};
uint ConvertToFp16FloatValue(float fp32) {
return 1u;
}
struct tint_symbol_2 {
uint3 GlobalInvocationID : SV_DispatchThreadID;
};
void main_inner(uint3 GlobalInvocationID) {
int2 tint_tmp;
src.GetDimensions(tint_tmp.x, tint_tmp.y);
int2 size = tint_tmp;
int2 dstTexCoord = int2(GlobalInvocationID.xy);
int2 srcTexCoord = dstTexCoord;
if ((uniforms[0].x == 1u)) {
srcTexCoord.y = ((size.y - dstTexCoord.y) - 1);
}
float4 srcColor = src.Load(int3(srcTexCoord, 0));
float4 dstColor = tint_symbol.Load(int3(dstTexCoord, 0));
bool success = true;
uint4 srcColorBits = uint4(0u, 0u, 0u, 0u);
uint4 dstColorBits = uint4(dstColor);
{
[loop] for(uint i = 0u; (i < uniforms[0].w); i = (i + 1u)) {
set_uint4(srcColorBits, i, ConvertToFp16FloatValue(srcColor[i]));
bool tint_tmp_1 = success;
if (tint_tmp_1) {
tint_tmp_1 = (srcColorBits[i] == dstColorBits[i]);
}
success = (tint_tmp_1);
}
}
uint outputIndex = ((GlobalInvocationID.y * uint(size.x)) + GlobalInvocationID.x);
if (success) {
output.Store((4u * outputIndex), asuint(uint(1)));
} else {
output.Store((4u * outputIndex), asuint(uint(0)));
}
}
[numthreads(1, 1, 1)]
void main(tint_symbol_2 tint_symbol_1) {
main_inner(tint_symbol_1.GlobalInvocationID);
return;
}